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renderdoc/util/test/demos/d3d11/d3d11_test.h
T
baldurk ae2f8db399 Add option to hard-break on validation errors in tests
* On D3D we also start checking for leaking objects on shutdown (Vulkan this is
  done by default, GL we have no control over validation).
2026-11-10 12:02:45 +00:00

230 lines
7.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include "../test_common.h"
#include "dx/official/dxgi.h"
#include "d3d11_helpers.h"
struct Win32Window;
struct D3D11GraphicsTest : public GraphicsTest
{
static const TestAPI API = TestAPI::D3D11;
void Prepare(int argc, char **argv);
bool Init(IDXGIAdapterPtr pAdapter = NULL);
void Shutdown();
GraphicsWindow *MakeWindow(int width, int height, const char *title);
DXGI_SWAP_CHAIN_DESC MakeSwapchainDesc(GraphicsWindow *win);
std::vector<IDXGIAdapterPtr> GetAdapters();
HRESULT CreateDevice(IDXGIAdapterPtr adapterToTry, DXGI_SWAP_CHAIN_DESC *swapDesc,
D3D_FEATURE_LEVEL *features, UINT flags);
void PostDeviceCreate();
enum BufType
{
eCBuffer = 0x0,
eStageBuffer = 0x1,
eVBuffer = 0x2,
eIBuffer = 0x4,
eBuffer = 0x8,
eCompBuffer = 0x10,
eSOBuffer = 0x20,
BufMajorType = 0xff,
eAppend = 0x100,
eRawBuffer = 0x200,
BufUAVType = 0xf00,
};
enum CompileOptionFlags
{
None = 0,
SkipOptimise = 1 << 0,
// the legacy path, where we write the unstripped blob somewhere and set a path either via PRIV
// name or SetPrivateData
SeparateDebugLegacy = 1 << 1,
SeparateDebugSetPRIV = 1 << 2,
// the 'new' path which is still manual but matches dxc's behaviour, where we pull out the PDB and set an ILDN name
SeparateDebug = 1 << 3,
// don't use the auto-generated name for a debug file, name it custom shader_Xs.dbg (so only one
// per stage per demo allowed)
ManualDebugName = 1 << 4,
// only possible for SeparateDebugLegacy and ManualDebugName, lz4 compress the resulting blob
LZ4Compress = 1 << 5,
};
ID3DBlobPtr Compile(std::string src, std::string entry, std::string profile,
uint32_t compileOptions = CompileOptionFlags::SkipOptimise);
void Strip(ID3DBlobPtr &ptr);
void WriteBlob(std::string name, ID3DBlobPtr blob, bool compress);
ID3D11VertexShaderPtr CreateVS(ID3DBlobPtr blob);
ID3D11PixelShaderPtr CreatePS(ID3DBlobPtr blob);
ID3D11ComputeShaderPtr CreateCS(ID3DBlobPtr blob);
ID3D11GeometryShaderPtr CreateGS(ID3DBlobPtr blob);
ID3D11GeometryShaderPtr CreateGS(ID3DBlobPtr blob,
const std::vector<D3D11_SO_DECLARATION_ENTRY> &sodecl,
const std::vector<UINT> &strides, UINT rastStream = 0);
void SetBlobPath(std::string name, ID3DBlobPtr &blob);
void SetBlobPath(std::string name, ID3D11DeviceChild *shader);
void CreateDefaultInputLayout(ID3DBlobPtr vsblob);
D3D11BufferCreator MakeBuffer() { return D3D11BufferCreator(dev); }
D3D11TextureCreator MakeTexture(DXGI_FORMAT format, UINT width)
{
return D3D11TextureCreator(dev, format, width, 1, 1);
}
D3D11TextureCreator MakeTexture(DXGI_FORMAT format, UINT width, UINT height)
{
return D3D11TextureCreator(dev, format, width, height, 1);
}
D3D11TextureCreator MakeTexture(DXGI_FORMAT format, UINT width, UINT height, UINT depth)
{
return D3D11TextureCreator(dev, format, width, height, depth);
}
D3D11SamplerCreator MakeSampler() { return D3D11SamplerCreator(dev); }
template <typename T>
D3D11ViewCreator MakeSRV(T res)
{
return D3D11ViewCreator(dev, ViewType::SRV, res);
}
template <typename T>
D3D11ViewCreator MakeRTV(T res)
{
return D3D11ViewCreator(dev, ViewType::RTV, res);
}
template <typename T>
D3D11ViewCreator MakeDSV(T res)
{
return D3D11ViewCreator(dev, ViewType::DSV, res);
}
template <typename T>
D3D11ViewCreator MakeUAV(T res)
{
return D3D11ViewCreator(dev, ViewType::UAV, res);
}
std::vector<byte> GetBufferData(ID3D11Buffer *buf, uint32_t offset = 0, uint32_t len = 0);
D3D11_MAPPED_SUBRESOURCE Map(ID3D11Resource *res, UINT sub, D3D11_MAP type)
{
D3D11_MAPPED_SUBRESOURCE mapped;
ctx->Map(res, sub, type, 0, &mapped);
return mapped;
}
struct VBBind
{
ID3D11Buffer *buf;
UINT stride;
UINT offset;
};
void IASetVertexBuffer(ID3D11Buffer *vb, UINT stride, UINT offset);
void ClearRenderTargetView(ID3D11RenderTargetView *rt, Vec4f col);
void ClearUnorderedAccessView(ID3D11UnorderedAccessView *uav, Vec4f col);
void ClearUnorderedAccessView(ID3D11UnorderedAccessView *uav, Vec4u col);
D3D11_RASTERIZER_DESC GetRasterState();
void SetRasterState(const D3D11_RASTERIZER_DESC &desc);
void RSSetViewport(D3D11_VIEWPORT view);
void RSSetScissor(D3D11_RECT scissor);
D3D11_DEPTH_STENCIL_DESC GetDepthState();
void SetDepthState(const D3D11_DEPTH_STENCIL_DESC &desc);
void SetStencilRef(UINT ref);
bool Running();
void Present();
void pushMarker(const std::string &name);
void setMarker(const std::string &name);
void popMarker();
void blitToSwap(ID3D11Texture2DPtr tex);
DXGI_FORMAT backbufferFmt = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
int backbufferCount = 2;
int backbufferMSAA = 1;
D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
UINT createFlags = 0;
DXGI_ADAPTER_DESC adapterDesc = {};
ID3D11VertexShaderPtr DefaultTriVS;
ID3D11PixelShaderPtr DefaultTriPS;
ID3D11BufferPtr DefaultTriVB;
ID3D11VertexShaderPtr swapBlitVS;
ID3D11PixelShaderPtr swapBlitPS;
D3D11_FEATURE_DATA_D3D11_OPTIONS opts = {};
D3D11_FEATURE_DATA_D3D11_OPTIONS1 opts1 = {};
D3D11_FEATURE_DATA_D3D11_OPTIONS2 opts2 = {};
ID3D11DepthStencilStatePtr depthState;
ID3D11RasterizerStatePtr rastState;
GraphicsWindow *mainWindow = NULL;
IDXGIFactory1Ptr fact;
IDXGISwapChainPtr swap;
ID3D11InputLayoutPtr defaultLayout;
ID3D11Texture2DPtr bbTex;
ID3D11RenderTargetViewPtr bbRTV;
ID3D11DevicePtr dev;
ID3D11Device1Ptr dev1;
ID3D11Device2Ptr dev2;
ID3D11Device3Ptr dev3;
ID3D11Device4Ptr dev4;
ID3D11Device5Ptr dev5;
ID3D11DeviceContextPtr ctx;
ID3D11DeviceContext1Ptr ctx1;
ID3D11DeviceContext2Ptr ctx2;
ID3D11DeviceContext3Ptr ctx3;
ID3D11DeviceContext4Ptr ctx4;
ID3DUserDefinedAnnotationPtr annot;
std::vector<D3D11_MESSAGE_ID> mutedMessages;
private:
static bool prepared_d3d11;
};